This works for all shaders, just use the SamplerState like this:
SamplerState mySamplerState = new SamplerState()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
Filter = TextureFilter.LinearMipPoint
}
You can use e.g. SamplerComparisonState defined this way for your shadow maps etc.